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For my finale, I plan to set off a chain of 200 1.75" consumer cannister shells, all lit from one length of "master fuse". Once started, they should all launch at roughly the same interval, depending on how close I attach them on the "master fuse" and the burn speed of that fuse. But the first shell will take about 4.4 seconds to launch, the burn time of its own fuse. How do I account for the burn time of the initial shell, which will be lit from the master fuse which itself is being lit from an ematch, while keeping all subsequent shells at the same interval? Another way of asking is how do I put a time delay between the firing of the ematch to the start of the chain, without effecting the spacing interval of the rest of the chain? Thanks.
In my show I have expanded a section of the timeline to get the details on a more granular level. Sometimes (actually often and annoying) my mouse inadvertently hovers over the slider bar at the bottom and moves the timeline. Usually it jumps around wildly all over the place before I realize what happened. Is there a way to disable the mouse hover so I don't accidently lose my spot while I am editing? Checking here to see if anyone has a solution for that. Thanks. Patrick
OMG this is very exciting! Thank you for adding this and getting it implemented. I'll definitely try out the beta when it comes out. I tried to manually fade the lights with multiple lines reducing the brightness and when I ran it.... Might lights blew up on the Finale 3D simulation LOL. I closed my computer and this is the first time I've started looking at it since. I thought I'd try to troubleshoot it but I think I'll wait for the beta. I'm too old to figure out new tricks Thanks again! Lynda
Hola soy Cesar Claudio, soy de México, vengo de una familia pirotecnica, nuestra especialidad son los efectos de humo de color, soy el primero en mi familia en dedicarse al diseño y detonacion de espectaculos de fuegos artificiales, nuestra pequeña empresa se llama Toshiro Fireworks
Hey Pyro_37400000 We're so close to having an awesome answer to this question that I initially hesitated on a reply. But, it's now looking like we still have a few weeks to go, so I don't want to leave you hanging any longer. At the moment, it's not possible to create a dimming effect. The fundamental limitation is that a dimming effect requires changing a DMX channel value over a time interval. This is called a "ramp," and Finale 3D hasn't supported ramps, until now! For the last six months, we've been working on some major DMX improvements — one of which is adding support for ramps. Additionally, we've upgraded the DMX fixture definitions and standard effect libraries for all supported fixtures. The new libraries for lights make fades and color blends possible, and ramps are now also employed for all moving head fixtures to produce accurate and precise movements. The final stage of the project is to upgrade the script generation process for the DMX-capable firing systems, and that's what we're working on right now. If all goes as planned, a new beta release of Finale 3D, including these improvements and more, will be published in mid to late December. Stay tuned!
This forum helped me with a lot of questions, nice.
What would be nice is 'Add to new FDB file' option for show specific items. I've probably created 50 or more show specific files after days of filtering and finding or creating product for shows to make life easier when scripting
On Finale3D, who would be interested in a Virtual Reality feature with a headset ? Choose a camera point (location) and watch your sequences from that point on map ? Or move around inside the show while it’s playing or not...?
Does anyone know how to add a dimming effect using the COBRA PAR-36 lights in finale 3D?
Drew - Can you work on adding other shell manufacturers - like Lynch Imports or shells from Wizard, Vulcan, Yung Feng, Crown Pyro, Guandu